05-29-2020, 06:50 AM
I've been doing some thinking about this - I don't actually mind this, and actually welcome it, but it requires further refining.
I'm going to point out my experience here. Let's take cog1 or any map where the armory can be accessed from the rear. I hear someone making their way through, but I can't actually open the doors to see.
Let's say I don't hear them, as I'm too busy griefing the clown. They've made their way into the armory. They've taken all the guns off the racks, and maybe a few stingers. No alarm is set off, the guns are just free to take. This is a less of an issue in Kondaru where there's a turret, but not all maps have that luxury.
So we're in this weird halfway house. The armory is secure - for security. But not secure for literally anyone with some hacking tools, which is fucking everyone.
I would suggest amending the following:
1. The guns on the racks? They're alarmed and will PDA message all security in the vicinity that your intruding. Better have a quick escape route, nerd.
2. HoS can freely enter in and out of the doors. If that requires a swipe on the computer, then make it an extra option. The armory is still locked down, but the HoS can take a few items that are out in the open (which there are many), should he feel obliged.
3. The 3 sec IDs + Sec DNA needs to be tweaked. I welcome that a HoP/Captain can't just spoof their way into the armory by making IDs. But I also feel that if someone has gone to the effort to hunt down three officers/ 2 + Captain / HoS and has their ID(s), then they should be allowed into the armory. They've already steamrolled security, let them at it. Change this so that the IDs that spawn with Security at round start are unique to security/captain/HoS and can't be spoofed.
For point 3, an optional change here would be to merge the security badge and the ID together, they're effectively the same thing, both can be flashed to show your authority, and the captain starts golden anyway.
I'm going to point out my experience here. Let's take cog1 or any map where the armory can be accessed from the rear. I hear someone making their way through, but I can't actually open the doors to see.
Let's say I don't hear them, as I'm too busy griefing the clown. They've made their way into the armory. They've taken all the guns off the racks, and maybe a few stingers. No alarm is set off, the guns are just free to take. This is a less of an issue in Kondaru where there's a turret, but not all maps have that luxury.
So we're in this weird halfway house. The armory is secure - for security. But not secure for literally anyone with some hacking tools, which is fucking everyone.
I would suggest amending the following:
1. The guns on the racks? They're alarmed and will PDA message all security in the vicinity that your intruding. Better have a quick escape route, nerd.
2. HoS can freely enter in and out of the doors. If that requires a swipe on the computer, then make it an extra option. The armory is still locked down, but the HoS can take a few items that are out in the open (which there are many), should he feel obliged.
3. The 3 sec IDs + Sec DNA needs to be tweaked. I welcome that a HoP/Captain can't just spoof their way into the armory by making IDs. But I also feel that if someone has gone to the effort to hunt down three officers/ 2 + Captain / HoS and has their ID(s), then they should be allowed into the armory. They've already steamrolled security, let them at it. Change this so that the IDs that spawn with Security at round start are unique to security/captain/HoS and can't be spoofed.
For point 3, an optional change here would be to merge the security badge and the ID together, they're effectively the same thing, both can be flashed to show your authority, and the captain starts golden anyway.